Bullet#transformCallback
  • References/Game Development/Phaser/Plugins/Bullet

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

2025-01-10 15:47:30
Creature#renderOrderID
  • References/Game Development/Phaser/Game Objects/Creature

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

2025-01-10 15:47:30
love.graphics.setPointStyle
  • References/Game Development/LÖVE/love.graphics

love.graphics.setPointStyle Removed in LÖVE 0.10.0 This function is not supported in that and later versions. Sets the

2025-01-10 15:47:30
Loader#_withSyncPointDepth
  • References/Game Development/Phaser/Loader/Loader

_withSyncPointDepth A counter: if more than zero, files will be automatically added as a synchronization point. Properties:

2025-01-10 15:47:30
Video#render()
  • References/Game Development/Phaser/Game Objects/Video

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if

2025-01-10 15:47:30
Input#getPointer()
  • References/Game Development/Phaser/Input/Input

getPointer(isActive) → {Phaser.Pointer}

2025-01-10 15:47:30
Physics.P2.Body#clearCollision()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

clearCollision(clearGroup, clearMask, shape)

2025-01-10 15:47:30
Button#autoCull
  • References/Game Development/Phaser/Display/Button

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

2025-01-10 15:47:30
World#multiplyAll()
  • References/Game Development/Phaser/Core/World

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

2025-01-10 15:47:30
FlexLayer#swap()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

2025-01-10 15:47:30